Clone Wars Campaign for Star Wars Legion and Star Wars Armada

This is a work-in-progress project. If you have corrections or see errors, please let me know.

Many of the rules could be confusing. If you are confused, please write a comment. If you uncover balance issues, again, please comment. Suggestions are also helpful. I have had the time to play this campaign exactly once, so I am sure there are balance issues.

This is the page for a custom campaign for the Outrim Sieges at the end of the Clone Wars. This campaign can and should combine Star Wars Armada and Star Wars Legion. It could incorporate games like Shatterpoint, X-Wing, and Imperial Assault, but I haven’t figured out how to do that yet.

The campaign is set at the beginning of the Outer Rim Sieges in 19 BBY. The war could still go either way, but it was relatively focused on the Outer Rim. Dozens of major battles were fought during this stage of the war, and if it weren’t for a few key republican heroes, the war could have shifted towards the separatists.

(A note on Design Philosophy) Having watched the Clone Wars series, it is apparent that resources were running low for the Republic and the Separatists. Resources should also be low by the end of the campaign. I also wanted fleets and armies to be able to combine operations against a specific target. If one player has a powerful upgraded ship and the other brings three fleets to attack the one, that is allowed. I wanted to restrict the number of upgrades to units and fleets. Sometimes in wargame campaigns like this, a force can become too powerful and steamroll the opposition; this is about fun.

Campaign Basics

The campaign files can be downloaded here. The link includes a printable campaign map, rules, charts, editable fleet and army lists, STL files for map markers, printable map markers, and alternate unit templates primarily for Armada.

The campaign can easily be played by two or 14 players, or any number in between. It is up to you. The campaign will most likely have more space battles than land battles.

The biggest downside for a campaign like this is the number of models that need to be used, especially in the later game, where you may have multiple fleets and armies in the exact location.

Because we combine game systems, terms like unit, model, hit-points, and wounds may be used throughout the rules. I do not intend to confuse anyone.

A unit is considered the following;
– An Armada Ship or Flotilla
– An Armada Squadron, or Special Squadron (AKA the Millennium Falcon)
– Any carded item in Legion, a corps, aka clone troopers, special forces, support, heavy, operative, or commander, is a unit.
– Each unit also includes its upgrades. A corps unit with additional models is an upgrade; those models count towards its wound total for other steps. The same is said for Armada ships; if a ship upgrade adds a hull point, it counts towards that wound total. This works both ways; if Anakin is attached to a clone trooper unit and that unit is destroyed, Anakin is also destroyed.

A wound is considered the following;
– An Armada ship hull point (not shields)
– An Armada squadron point
– A Legion model removed with only one wound (ie, a clone trooper)
– Wounds on a legion model (ie, a sabre tank has 9 health)

Base points concept. The currency for the campaign is reinforcement points. When calculating any point costs for purchasing units, always calculate the base point cost with no upgrades.

Campaign Rules

The campaign is divided into turns. During a turn, the following steps happen.

Each turn has 4 phases. Movement, Battles, R Step, and Ending

Each player completes every task in a turn.

Movement Phase

Only fleets may move on the map. An army may disembark and stay at a planet without a fleet to carry it. However, if the same character commanded the army and fleet, that character must be chosen for the army or the fleet.

The movement phase begins with Sector Transfer fleets being placed on the board. Those fleets count as having moved this turn. Each fleet can only move once. Each player can have unlimited fleets or armies in one location. For example, the GAR player wants all four of their active fleets and armies to attack Geonosis. This is allowed if the GAR player legally moves all fleets to Geonosis.

The Grand Army of the Republic (GAR) begins the movement phase by moving one of their fleets. After they move, the Confederacy of Independent Systems (CIS) moves theirs.

After all fleets that started the turn on the board have moved, reinforcing fleets can be brought in. These reinforcements must be purchased in the previous turn. Reinforcement fleets can only be brought in on victory planets fully controlled by your faction.

Types of Movement

A fleet can move in the following ways,

At the Ready- A fleet can stay in its location.

Secure Sector- A fleet can move to any planet within the sector it is currently in

Hyperdrive- A fleet can move along a hyperphase lane to any planet along that hyperphase lane as long as that fleet’s faction controls the planet and space above the earth in its path. The hyperphase lane is shown on the campaign map. Three thin yellow lines that stretch from planet to planet, each indicating a different hyperphase lane.


– For example, a GAR fleet is at Bespin in the Serrenno sector. That fleet can move from Bespin to Lothal as long as there are no CIS Fleets and the CIS does not control any of the following planets. Yerbana, Rodia, Nar Shadda, Boz Pitz, Kessel, Saleucami. If the CIS were to control Nar Shadda, the GAR fleet would have to stop there.

Sector Transfer- To transfer to a different sector, a fleet would leave the board and announce a sector transfer. The sector that the fleet is being transferred to would be announced, and at the beginning of the next movement phase, that fleet could be placed in that sector. Only one fleet can undergo a sector transfer per turn. Therefore, if a fleet starts its sector transfer on turn 4 and is placed on the board on turn 5, you cannot perform another sector transfer until turn 6.

  • For Example, A CIS fleet would like to move from the Siskeen Sector to the Mygetto Sector. The fleet in the Siskeen would declare a sector transfer and that it is moving to the Mygetto Sector. The fleet would then be removed from the board. It will be the first fleet placed during its faction’s movement phase on the following turn.

A note on Movement: No restrictions exist on the number of fleets or armies that can be placed on a planet. There are special rules in the battles sections for more than one army or fleet per planet.

Lane 1Lane 2Lane 3
Ord ManetlCato NeimodiaBespin
KallerAnaxesYerbana
OnderonConcord DawnRodia
Nal HuttaLola SayuNar Shadda
Nar ShaddaLothalBoz Pity
LokoriKessel
Saleulcami
Lothal

Battle Phase

After the movement phase, we begin the battle phase. The CIS begins the battle phase by selecting a space battle in which either;

A. Two fleets are on the same planet
B. A fleet is on the same planet as an enemy space station.

After the CIS selects a battle, the GAR selects a battle. This continues back and forth until both sides have fought every eligible battle. A commander can elect not to attack a space station. A battle must be fought if two fleets are at the same location. Both fleets must leave the planet if a space battle is a draw. Players should record the following: ships and squadrons that survived the battle with more than 50% hull, ships and squadrons that survived the battle with less than 50% hull, and ships and squadrons that were destroyed. This will be important in later steps.

Once all space battles have commenced, the land battles will begin. The CIS will select which land battle to take place. Land battles will typically take place in the following situations;

A. A fleet above a planet launches an invasion of a garrisoned or occupied planet
B. A fleet above a planet launches an invasion of a planet that has an army on it from a previous turn

After the CIS selects a battle, the GAR will choose a battle. This continues until all battles have been fought. Once all battles have been fought, the battle phase ends. Players should record: units that survived with more than 50% wounds, units that survived with less than 50% wounds, and units that were destroyed. Land battles can be fought in the same turn as a space battle on the same planet.

We will discuss later how to conduct space and land battles.

Note: It is not the worst idea to check for victory conditionsespecially victory planets, at the end of this step.

R Step

The R step stands for Rewards, Repairs, Reserves, and Reinforcements; this sequence includes a building step.

Reinforcement Points- Reinforcement points are the primary currency in the game. You use reinforcement points to buy new units, repair damaged units, pay off pirates’ bounties, and build bases. You start the campaign with 4000 reinforcement points. This is enough to completely build 3 new armies and fleets with a few points left over. The campaign is designed to strain your resources, so use your reinforcement points carefully.

Rewards

The rewards sub-step begins with players upgrading units and ships, and promoting squadrons to aces.

If a unit or ship survived a battle and had more than 50% of their hull points, wounds, hit points, etc remaining, they may select one upgrade from the available upgrades of your faction. Upgrades are given at no cost. If that unit is destroyed, the upgrade is destroyed. (Note, a unit or ship with exactly 50% damage cannot receive an upgrade, nor is it considered damaged for repair purposes.) Only one upgrade may be given per battle. One unit or ship may only have two upgrades. Once a ship or unit has two upgrades, it is eligible to be named. It is possible that if every ship or unit suffered 50% or more damage, the force could not accept any upgrades.

  • For Example, the CIS player has a Providence-class carrier with a base cost of 102 points in a battle. The Providence survives the battle, losing a single hull point. The CIS player can then select an upgrade for that ship and control a planet with that upgrade available.

Upgrades may be selected during the turn when the planet is won. (A note on upgrades, these are intended to be mostly balanced within reason. Training or Crew would be more common to the GAR, so they start with more options. Gear or Experimental Items are more common to CIS, so they start with more. Some are meant to be very restrictive; upgrades like superweapon, force, and training would only be available in limited areas.)

Titling a ship uses the upgrade for that battle. A ship can only be named when it already has two upgrades. Land units can only accept two upgrades. A title can only be used once per force; if a titled ship is destroyed, the title cannot be used again in this campaign.

If a generic squadron destroys another squadron or ship during a battle. That squadron can be promoted to Ace status. Promoting a squadron to ace status does not add any points to the base cost of a fleet. Only one ace can be in any fleet at any time. Only one squadron can have an Ace promoted per battle.

  • For Example, Fleet 1 and Fleet 2 both have Arc-170 star fighters that destroy enemy squadrons. There is only one Ace for the Arc-170, so only one fleet can take the Ace upgrade.
  • For Example, the CIS player has three squadrons destroy enemy squadrons during a battle. Only one of these squadrons can receive the Ace upgrade.

Optional Rules Note: Fleets or armies that are part of the building group, Garrisons, Army Bases, and Space stations are not eligible for rewards upgrades.

A planet is entirely under your control if you were the last player to have land forces on its surface, and there are no enemy fleets above the planet.

  • For example, the CIS was in control of Bracca, but the CIS did not establish a base or garrison on Bracca. The GAR player then moved a fleet carrying an army to Bracca, then the GAR player is assumed to have taken control of Bracca.
  • For example, the GAR invaded the planet Naboo. The GAR player then moved the army and fleet away from the planet. The GAR is still in control of Naboo.
  • For Example, the CIS successfully invaded Felucia. The CIS established a base on the planet of Felucia. The CIS fleet and army left the planet. After the CIS fleet and army left the planet, a GAR fleet was in space above Felucia. Neither the CIS nor the GAR is in control of Felucia.
  • Following the above example, if the GAR fleet leaves Felucia but does not invade, the CIS would still fully control the planet.
  • There could be a situation where one player builds a space station above a planet where an army from the opposing faction is located. Neither player controls the planet.

You total your credits after collecting upgrades for your fleets and armies. Credit counting is simple; you add the total number of planets you control based on the credits your faction gets for its column. There are separate amounts based on the faction for most planets; for example, Kamino is far more important to the GAR than the CIS. Therefore, it is worth more points to the GAR than the CIS. The amounts for each planet are shown on the chart and the map.

You also collect sector bonuses to control every planet in a sector. The Sector bonuses are as follows;
Felucia 25
Hutt 10
Mandalore 20
Mygetto 30
Serrenno 50
Siskeen 35

Finally, you receive 10 points for every victory planet you control.

  • For Example, the CIS Player controls Geonosis (50)VP, Christophis (30)VP, Mustafar(30)VP, Yerbanno(5), Utapau(5), Sullist(10), Serrano(10), Eriadu(5), Cato Neimoidia(20), Bespin(5), Naboo(10)VP, Lola Sayou(10)VP, and Mon Cala(10)VP. They would receive 200 credits for planets, 60 credits for Victory Planets, and 50 credits for controlling the entire Serrano sector. Total 310 points.
  • If the GAR player controlled those planets, they would receive the same 50 for the sector and 60 for the victory planets, but their total for the planets would be 160, totalling 270. Geonosis (5)VP, Christophis (30)VP, Mustafar(10)VP, Yerbanno(5), Utapau(5), Sullist(10), Serrano(15), Eriadu(15), Cato Neimoidia(10), Bespin(15), Naboo(25)VP, Lola Sayou(5)VP, and Mon Cala(10)VP.

Repairs

The repair sub-step is simple. Any ships, units, models, squadrons, etc. that dropped below 50% of health may be repaired or replenished. You are not required to repair the unit, but it will enter the next battle damaged. The cost of repair or replenishment is 50% of the unit’s original price.

  • For Example, a GAR clone trooper infantry unit was dealt two points of damage. The unit has a base of four damage; therefore, replenishment is not required. The same unit has an upgrade of one clone trooper, giving it five total damage. If the unit takes three points of damage, it will require replenishment or enter the next battle damaged. The replenishment cost is 28 credits. Exactly 1/2 of the 56 credit base cost.
  • For Example, a CIS Rescuent-class Light Destroyer was dealt 5 points of hull damage. Even if the ship still has shields, it may be repaired, or it must enter the next battle damaged. The base cost of the ship is 85 credits, so the repair cost would be 43 credits. Repairs would not be required if the same ship had only been dealt 4 damages. If the original ship had an upgrade and took 5 damage ( I don’t think these exist) that offered two additional hull points, the repairs would also not be required.

Rules Note

It may be possible for a model to go from damaged to repaired without paying for repairs. This is deliberate.

  • For Example, A Droid Tri-Fighter Squadron has 3 hull points. During a battle, the squadron sustains two hull points of damage. The controlling player elects not to repair damage during the repair step. The following turn, the same squadron is involved in another battle. It would start the battle damaged with 2 hull points. In the 2nd battle, the squadron does not take any damage, finishing the battle with 2 hull points. The squadron would no longer be damaged.

Reinforcements

After the repair step, the player should apply their remaining points to their reinforcement pool. The reinforcement pool indicates fleets or armies that may not be in the outer rim, but can be called into action. The amount of reinforcements can never exceed the game’s starting maximum amount. The leftover credits will be lost if your reinforcement pool is at maximum. Credits cannot be carried over from turn to turn.

Reserves

After repairs are complete, leftover credits are applied to the reinforcement pool. Fleets or armies can call in reserves. These are taken from your reinforcement pool. Any army or fleet existing at the start of this step can call on reserves to replenish destroyed units. This is also the phase where units can be transferred between fleets or ships, bases and space stations established, and new fleets or armies can be called into action.

If using the building optional rule, forces that are garrisoned at army bases or space stations and damaged or destroyed do not have to be repaired or replaced via reserves.

Transferring Between Fleets or Armies

If multiple fleets or armies are stationed on the same planet, they can transfer units between them. After transfers, the armies or fleets must still meet all the requirements outlined in the army and fleet building section when starting a campaign.

An army or fleet cannot have more base points than what it originally started the game with. Upgrades do not count against this number. If a unique commander is mortally wounded, a new unique commander who is not in another location should be promoted, or a generic commander should take their place. If no commander can be afforded, the fleet should be reduced until a commander can be included.

  • For Example, GAR fleet 2 had 230 base points of ships and squadrons destroyed in a battle that the player lost. Those ships had 45-point upgrades. The GAR fleet can summon reinforcements from its core systems up to 230 points, but the upgrades are lost.
  • For Example, CIS army 1 won a battle. However, their commander, Poggle the Lesser, was mortally wounded. In this example, Poggle was the only destroyed unit. Poggle the Lesser costs 80 points; therefore, CIS army 1 can call up 80 points of reinforcements. However, the army must still have a commander. Because Poggle is unavailable until a later turn, the CIS player selects a T-Series Tactical Droid for 60 points to command CIS army 1. Because the CIS has no units that cost 20 points or less, those 20 points cannot be used in this step for reinforcements.

An army or fleet can also return units to reinforcements and replace them with fresh troops. The following restrictions apply;

  • The base cost of the fleet or army cannot exceed what the fleet or army started the game with
  • The unit that returns to reinforcements cannot be added to a different fleet or army this turn.
  • The unit that returns to reinforcements can only be returned in its exact configuration.

More Examples

  • GAR Fleet 1 wants to return its Acclimator 1-class assault ship with the assault proton torpedo upgrade to reinforcements. This unit has a base cost of 64 points. The player then decides to add a Pelta Class Transport Frigate, with a base cost 45, and a Delta 7 Aethersprite squadron, with a base cost of 17, totaling 62 points. This is legal, and the fleet will be undermanned by two points.
  • The GAR player now has an Acclimator 1-class assault ship with the assault proton torpedo upgrade in their reinforcements. This ship cannot be used to reinforce other fleets this turn.
  • The GAR player’s fleet has been destroyed. To replace it, the player calls up the 64-base-point Acclimator with Assault Proton Torpedoes from before as a ship in the new fleet.
  • The GAR player decides that the Acclimator 1 class assault ship with the assault proton torpedo would be better served in GAR Fleet 2 rather than GAR Fleet 1. To transfer the ship, the player sends the Acclimator to reserves and calls up a different ship. The following turn, the same player takes at least 64 points from Fleet 2, moves those ships to reserves, and calls up the Acclimator.

New Forces

Once your fleets are reinforced, new fleets or armies can enter the Outer Rim. There is no maximum number of fleets or armies a player can have. Only one fleet and one army can be brought into the Outer Rim per turn. A new fleet or army must follow all rules established in the create army or fleet section. The fleet or army must be sent to a victory planet owned by the summoning player.

Building Step (optional)

Garrison Cost : 200 Points
Army Base Cost: Additional 200 Points
Space Station Cost: 150 Points

The final step for the R section of the turn is building structures on the campaign map. This step is optional because it adds complexity, but I have found that having bases, garrisons, and space stations creates a more dynamic campaign. Having a base or garrison on a planet like Kamino means the opponent must designate more resources to take that planet rather than a single fleet or army. You are only allowed to build one of each structure per turn.

As a reminder from the early section, units damaged or destroyed while part of a building, such as a garrison, army base, or space station, do not have to have points used from the reinforcement pool to replenish their numbers.

To garrison a planet means placing a small contingent of soldiers on the planet. To garrison a planet, you must control the planet. A garrison can be built on the turn a planet is taken. The garrison cannot be moved. A generic garrison list should be created at the start of the campaign. The rules for making the list are in the Starting a campaign section of the document. The cost of garrisoning a planet is 200 reinforcement points. If the planet is lost, the garrison is destroyed.

After a planet is garrisoned, the player may decide to increase the size of the force on the planet. To do this, the player must build an army base. The player must first have built a garrison to build an army base. An army base cannot be moved. A generic army base list should be created at the start of the campaign. The rules for making the list are in the Starting a Campaign section of the document. The cost of building a base is 200 reinforcement points. These points are in addition to the garrison that must have been constructed previously; therefore, 400 total points would have been allocated to the army base. If the planet is lost, the army base is destroyed.

The last buildable option is a space station. A space station can be built on any planet that the player controls. A space station can be built on the same turn that the planet is taken. A space station cannot be moved. A generic space station fleet list should be created at the start of the campaign. The cost of building a space station is 150 reinforcement points. If an enemy fleet enters the planet’s location, the space station must fight a battle. If the station is destroyed in the battle, it and the encompassing ships are destroyed on the campaign map.

Ending Step

Check to see if any of the victory conditions have been met.

Confirm the final accounting and fleet lists for the next round with the opponent. Also, confirm where the bases and space stations are located. Communication is essential in a campaign like this, as many pieces are moving. The spreadsheet where all army lists are kept has a basic accounting formula. Here is an example of banking.

Starting Reinforcement Points4000
Reinforcement Points Earned110
Reinformcenet Points Availble4110
Units Repaired This Turn
Venator50
Acclimator 132
Consular Cruiser19
At-RT30
Points Remaing After Repairs3979
Units Called in from Reserves
Arc Troopers62
Sabre-Class Tank155
Clone Commander60
Points Remaining After Reserves3702
New Fleet Summoned (450)450
New Army Summoned (900)
Points Remaining After Summoning New Forces3142
New Garrison Built (200)200
New Army Base Built (200)
New Space Station Built (150)150
Ending Turn Reserves2902

Prepare for the next turn.

My recommendation for the timeline of completing turns would be to begin the campaign and move ships, schedule times to fight the various battles, on the day the last battle is scheduled, complete the remaining steps, and then go up to the battle step of the start of the next turn. The reason I have all space battles being fought and then all land battles is simplicity. It is not unreasonable to fight 3 or 4 space battles in an evening once the table is set up and the collections are brought out. The same with land battles.

Starting a Campaign

To start a campaign, players should be divided equally into two teams. The GAR should have the extra player if you have an odd number of players. Once teams are split, the map should be set up and labeled. If more than two players participate in the campaign, one player should be the Game Master. They are responsible for ensuring battles are fought promptly, teams adequately maintain their reinforcement pool and fleet lists, and generally keep the campaign flow following the group’s rules.

The map has 37 planets. At the start of the campaign, the GAR controls 14 planets, the CIS controls 14 planets, the Hutts control 4 planets, and there are 5 neutral planets. Players should place a token or mark on the planets they control. A chart lists who controls each planet at the start of the game, plus the available upgrades each planet offers. The choice is yours on how you want to maintain the map. It can be expanded to cover a wall complete with magnetized pieces, it can be kept digitally, it can be kept on a table. You can print the map as large or as small as you like. The map should be available for all players. All players should agree on how the map is to be kept. If there is a disagreement in how to keep the map, the player who wants the more expensive option should be required to pay for and maintain the more expensive option.

Before starting a campaign, players must discuss and agree on the following items;

  • Armada objective cards to be shuffled and used
  • Legion objective cards to be shuffled and used
  • Base Armada rule set and point costs to be used
  • Base Legion rule set and points costs to be used
  • Any optional rules to be used
  • Any additional units and their costs to be used
  • How should accounting be handled
  • What is the timeframe for battles and turns
  • Battle Sizes and Game Sizes
  • How will large battles be conducted
  • Staring lists for Fleets, Armies, Garrisons, Army Bases, and Space Stations

(optional, but recommended) On the map, players should indicate which planets have space stations, which planets are occupied, and which planets have a military base. Each victory planet should have a space station and an army base. Additionally, each player will get two additional space stations they can put anywhere, and two additional garrisons they can put anywhere. (Note, there is a difference between a garrison and a base for land forces)

Create starting fleets and armies. Once the battlefield is established, each player should create three starting fleets and three starting armies.

Applies to all fleets or armies created

  • Be aware of the models in your collection or available for use. Don’t add three to your fleets if you only own one Venator Star Destroyer. If you only own one unit of Stapp Riders, don’t build an army with four.

Fleet Creation

Fleets should be created by following the standard Armada fleet-building guidelines. Before starting the campaign, players should be clear on the rules used. Players should also be aware of any alternative ships that are being proposed.

Fleets are limited to a base cost of 450 points. The maximum amount of squadrons is 150 points. Aces cannot be selected as part of a squadron unless they are also the commander.

To create fleets, the players should first select a commander and a ship for the commander. The commander’s and ship’s base points cost applies to the 450-point maximum. Each ship should be given a unique number if it is called back into reinforcements, transferred between fleets, or for any other reason, a unique ship must be identified.

Army Creation

Armies should be created following standard Star Wars Legion list-building rules. Again, if any alternative units or models are being used, their rules should be clear to all players beforehand.

Armies should be limited to 900 base points, and no upgrades should be taken. Operatives may be taken.

To create an army, the player should first select a commander. The commander’s and any operatives’ costs count towards the 900 base points maximum.

Special Named Characters

Star Wars is mostly about heroes and their accomplishments, especially during the Clone Wars. I would recommend starting fleets and armies with named characters as commanders. To keep with the theme, armies and fleets should only be allowed to have a named character in one location at a time. Players can also hide a special named character from the battle.

Other rules regarding special characters. If a special named character is a general and is destroyed in a different struggle, a new general may be immediately promoted. If Obi-Wan is mortally wounded in a space battle, then Obi-Wan may be immediately replaced for the potential land battle during the same turn. However, if the special named character is not a commander, such as if Ahskoa Tano was mortally wounded in a Space Battle as an ace, then if she was not the army leader for a land army, she could not be replaced there until the reinforcement step later in the turn.

Lastly, any named character destroyed during battle should not be considered destroyed for the entire campaign. If a named character is killed during any battle, that character should be sent to the Reinforcement Pool, losing all upgrades to be healed or repaired. They will be available to be called into action again during the reinforcement step, the turn following the turn in which they were destroyed.

  • For Example, GAR Fleet 1 would like to take Anakin Skywalker as its Commander. GAR Army 1 would also like to take Anakin Skywalker as its commander. This is allowed as long as both GAR Army 1 and GAR Fleet 1 are in the same location. However, if GAR Army 1 fights a battle and Anakin is mortally wounded, he is also mortally wounded for the fleet, and a new fleet commander should be purchased from the Reinforcement Pool.
  • For Example, CIS Fleet 1 has General Grievous as a Commander and General Grievous as an Ace. This is allowed as the named character is in the same place. However, if CIS Army 1 also uses Grievous as a commander or in any way, then CIS Army 1 must always be on the same planet as CIS Fleet 1.
  • For Example, following the above, if CIS Army 1 invades a planet and keeps its army on the planet, CIS Fleet 1 is engaged in combat and destroyed, then CIS Army 1 would lose access to Grievous. Another commander for CIS Army 1 should be immediately assigned. The controlling player could also elect not to use Greivous in the space battle and keep him with the land forces.
  • For Example, three GAR Fleets have converged on a single CIS fleet commanded by Dooku. Dooku may elect to flee the battle and not risk being destroyed, but the points can’t be replaced.

Garrison Army Creation

At the start of the campaign, both players should have a list totaling 250 points. The garrison list should not contain any named characters or any heavy-class units. The list may include one or two minor upgrades to fill the roster to 250 points. Upgrades cannot total more than the cheapest unit available for the roster. Remember, this will be the list you use for all your garrisons for the campaign. If your list is not working, discuss changing it with our opponent. If both sides agree, you do not have to charge your reinforcement points or move the units into reinforcements.

  • An example list
    • Clone Commander 60
    • 2x Clone Trooper Infantry 56×2 112
    • Barc Speeder 65
    • UPGRADE One Additional Clone Trooper Infantry for 13
      Total Cost 250
  • A CIS Example List
    • T Series Tactical Droid 60
    • B2 Super Battle Droids 64
    • 2x B1 Battle Droids 38×2 76
    • DSD1 Dwarf Spider Droid 50

Army Base Army Creation

Similar rules apply to Army Base Armies. At the start of the campaign, both players should have a list totaling 500 points. The army base list should not contain any named characters. It may contain 1 heavy-class unit. The list may include one or two minor upgrades to fill the roster to 500 points. Upgrades cannot total more than the cheapest unit available for the roster. Remember, this will be the list you use for all your army bases for the campaign. If your list is not working, discuss changing it with our opponent. If both sides agree, you do not have to charge your reinforcement points or move the units into reinforcements.

  • An Example List
    • T Series Tactical Droid 60
    • B2 Super Battle Droids 64
    • 2x B1 Battle Droids 38
    • DSD1 Dwarf Spider Droid 50
    • Droidekas 60
    • Persuader Class Tank Droid 130
    • Upgrade HQ Link on T Series Tactical Droid 10
  • A GAR Example List
    • Clone Commander 60
    • 2x Clone Trooper Infantry 56×2 112
    • 1 ARF Troopers 66
    • 1 Clone Commandos 90
    • 1 LAAT/LE Transport 100
    • Upgrade 1 DP-23 Clone Trooper 22

As you can see from the example lists, both sides were able to take an upgrade to fill the list to 500 points. As a reminder, you cannot have more upgrades than the cheapest unit available for your army list. As of June 2025, the cheapest unit for the GAR is the Clone Trooper Infantry unit for 55 points. You would be limited to a maximum of 54 points of upgrades. Their cheapest unit for the CIS is a 38-point B1 Battle Droid unit; they would be limited to a maximum of 37 upgrade points.

Space Station Fleet Creation

Space station fleet creation works similarly to garrison and army base list building. You build a fleet with a base cost of 200 points, and no more than 75 points of squadrons. Again, you cannot take more upgrades than your cheapest squadron or ship. There should be no named characters or Aces in your space station fleet. Fleets should not have a commander. Fleets also should not take a capital ship. (Venator or Victory for GAR, Providence for CIS). These fleet lists will be at every station built for the campaign. The same rule applies: the lists should be allowed if both sides agree to modifications to starting fleets.

A unique part of the space station fleet. The space station fleet also comes with an armed station. When fighting a battle on a planet that contains a space station, the station fleet list for 200 points and the armed station card and terrain piece should be used.

  • Example Fleet 200
    • Acclimator II 71
    • 1 Pelta Transport Frigates 41
    • Consular Armed Cruiser 37
    • 3x V-19 Torrent Squadrons 36
    • 1 Arc-170 Star Fighter Squadron 15
  • CIS Example Fleet 200
    • Recusant Light Destroyer 85
    • Munificent Star Frigate (73) with Quad Batter Turrets (3) 76
    • Gozanti Cruisers 24
    • Belubllab-22 Starfigther Squadron 15

As you can see, minor upgrades are allowed. However, the upgrades cannot total more than the cheapest available squadron or ship for each faction. CIS has an 8-point Vulture Droid Fighter Squadron, making 7 the maximum upgrades. GAR has a 10-point BTL-Y Wing Squadron, making 9 their maximum upgrades.

Other or Alternative Rules

This campaign is most of all about the battles, list building is a major part of battles. When in doubt fun rules the day. If one player or side is not having fun, discuss with them. Maybe a player wants to fight a land battle with Dooku, but the fleet commander can’t get his fleet in the same place. Work it out in the interest of fun.

Larger Battles- Some players like having larger battles. If you want larger battles, please increase the points limit on base armies and fleets. For Example, 600 is a standard size for Armada Fleet battles. When increasing the size of armies and fleets, the same size increase should be used. So instead of 900 being the maximum army size, we should go with 1200. A 33% increase. Income should also be increased by 33%, as should the starting reinforcement pool.

Hondo alternate rule: Honda switches sides many times during the clone wars. He can be taken by either side of the conflict in fleets or armies. Hondo should only appear for one side at a time. The player controlling Nar Shadda can control Hondo. At the start of the turn, the player controlling Nar Shadda can take Hondo for one army or fleet for free.

Special Locations Alternate Rule- Star Wars has many races across the galaxy. Five notable units in Star Wars Legion have home planets in the Outer Rim. Mandalorians, Wookies, Geonosians, Pykes, Black Sun Enforcers. These units should only be able to be brought if your faction controls that planet.

Wookies- Kashyyk
Geonosians- Geonosis
Mandalorians- Mandalore
Pyke Syndicate- Nal Hutta
Ord Mantel- Black Sun

Alternate Units- With 3D printing, and Aramada being a dead game, I know there are many options for alternate units. Players should agree on these together before starting the campaign. Feel free to use the same restrictions for point costs and upgrades. If it were me, and for Star Wars Legion, we added, say, Gungans or Naboo star fighters, I would add the same planet restriction as above. (In fact, if fighting on Naboo, the rebel fleet troopers could be used as Naboo guards, just saying)

Planet Bonus Units—Certain planets are strongly allied with their faction, and these planets can grant bonus units to defend Garrisson’s Bases and Armies.

Dathomir-Free Darth Maul Unit
Geonosis- 2 Free Geonosian Warrior Units, or free B1 Droids
Kamiono- 2 Free Clone Units
Kashyyk-1 Free Wookie Unit
Mandalore- Both sides should be given a unit of Mandalorians (Mandalore was always fighting itself during the Clone Wars)

Pirate Space- The clone wars TV show had pirates as a significant part of the war in the Outer Rim. We can bring those into the game if we so wish. During the banking step, we can roll a D6 for Pirate Raids. Each player should roll a D6. On a 6 reduce by 25, on a 7 by 40 on an 8 by 60. Add 1 to your roll for the following conditions: if you have a fleet in the Hutt Sector, if you have fought a battle with the Hutts and not paid off your bounty. If you fight a battle with the Hutts, you may pay 100 to end your bounty. This can be in credits or in units/ships. If the Hutts have units or ships that you used to pay your bounty, before a battle, the player fighting the Hutts rolls a D6; on a 4+, those units are used in addition to any Garrison forces.

Insurgents- If a player attacks an enemy-occupied planet, and the original owner (the player who started the game owning the planet) attempts to take it back. A unit of black suns or pykes may be spawned to support the original owner as insurgents. Insurgents will no longer show up if the original player does not attempt to take the planet back after three turns. This references the local population supporting their preferred side.

Neutral Corporations- The Hutts and Planets with no controller are considered neutral to start the game. If a player wants an upgrade that they do not control, but a neutral planet does control. The player can pay the cost of the upgrade to acquire it. This references the many neutral corporations in the Outer Rim that do not care who won the war as long as they made a buck.

Winning the Campaign

The campaign can be won if any of the following three conditions are met;

All leaders of the opposing force are mortally wounded at the same time. CIS Leaders are Dooku, Grievous, and Ventress. GAR leaders are Anakin, Obi-Wan, and Padme.

One player controls 8 victory planets, the same for both factions. Both factions begin the game controlling 5 victory planets. It is possible to win the campaign on the first turn.
Lola Sayou
Mon Cala
Nar Shadda
Mandalore
Anaxes
Mygetto
Naboo
Mustafar
Christophis
Geonosis
Kamino

The final way to win the campaign is if a faction no longer has reinforcement points in its pool. This would indicate that the faction is out of resources and can no longer support its armed forces in the conflict. Needing resources and additional funding was a significant part of the Clone Wars series.

Fighting Battles

Fleet Battles Set Up

Fleet battles are straightforward.

The battle should be fought in a 6×3 play space, following the agreed-upon Star Wars Armada rules for terrain features and deployment.

Note: Some Star Wars planets have unique space features. If you want to add thematic flair to your battles, look up these features. I imagine most people playing this game are already Star Wars fans and know most features.

Instead of each player selecting objective cards, the cards chosen at the beginning of the campaign should be shuffled into a pile, and the objectives randomly drawn. One of each assault, defense, and navigation objective should be drawn.

The other main item is choosing initiative; the attacking force always has initiative.

Note: On attacking a Space Station, the objective card base defense Armed Station should be used.

The units used are based on each player’s fleet list. I know this seems obvious, but you would be surprised.

Fleet Battles During the Battle

Battles should be fought exactly the way you would fight an armada battle per the selected rules. Turns limit, objectives, command dials, firing, moving, etc. There are only two exceptions to the main rules when fighting battles.

  1. When a squadron destroys another squadron or ship, it should be noted on the roster to remember for potential Ace upgrades.
  2. A fleet can jump to hyperspace instead of playing out the requisite number of turns. There is a small delay when jumping to hyperspace, and each player gets two ship activations once a hyperspace jump is declared. The player going into hyperspace cannot fire during those two activations. The hyperphase jump occurs when it is time for a player to activate their third ship.
    • Note: the hyperphase jump occurs when it is time for a player to activate their third ship. That means if the squadron step of the game happens after a player has declared the jump to hyperspace, but before either player activates a third ship, the squadron phase should occur. If the squadron step does occur, the same restriction of firing also applies.
    • Note space station forces can jump to hyperspace, however they will be instantly destroyed.

Fleet Battles Before Clean Up

Before removing models from the table, note which squadrons and ships are damaged and need repair. These are ships with more than 50% of their hull points lost.

Also, note which ships are eligible for upgrades. These are ships with less than 50% of their hull points lost. Also, remember that the ship has to make it to the table to get an upgrade; if a ship is held off the table and never enters the battle, it is not eligible for an upgrade.

Finally, note any units that were destroyed.

Large Fleet Battles

Part of the appeal of a campaign like this is that there could be more than one fleet per planet. A battle with a fleet and a space station for the same side should also be considered a large fleet battle.

A large fleet battle is one in which either side has more points than the base points cost of one fleet or army. (450 fleet or 900 army)

It is up to the players to determine the rules to fight a large fleet battle, but my suggestions are as follows.

This campaign is first and foremost about fun. Have a good, honest discussion with your opponent about what fun would be.

We don’t want the CIS player to have every model for three fleets, and the GAR player only to have enough for one fleet and some extras, so the game becomes unfun for the GAR player. If both players have three fleets in the exact location fighting the same battle, then both players should have the same number of base points on the table. It would not be fun for the GAR player to be handicapped because of the lack of models. We also don’t want a player with enough models to be handicapped because the opponent does not have enough if they are attacking a smaller force.

  • If players have all the models for the fleets available, then all models should be placed on the table, and the table size should be increased accordingly.
    • A Base game has 900 points over 18 sqft. For every additional 450 points, an extra 6 sq ft should be added.
    • A note on deployment when multiple fleets are fighting: The fleets should be deployed together, as if they entered the battlefield together.
  • If both players do not have all models available, then a base 450-point game should be played when the extra ships come from off the table, and only when the amount of base points is destroyed. Extra turns of the game should be played to allow these incoming ships a chance to enter the fray. The controlling player should indicate which fleet starts on the field and the order in which additional fleets will enter the battle. Ships or squadrons from a third fleet should not enter until the entire second fleet has entered. Squadrons should not be allowed to enter until at least one ship from the fleet has entered the battlefield.
    • For example, the CIS player has two fleets against a single GAR fleet. The CIS players’ fleets contain two Providence-class dreadnoughts valued at 97 points, but only one Providence-class model is available. A base game of Star Wars Armada 450 points should be played using one fleet each, with the second CIS fleet held in reserve. The reserves should not be able to be called in until there are that many points available, so they don’t have more than 450.
    • For example, if the first fleet deployed has gozanti light cruisers valued at 24 points destroyed, the second fleet has no ships valued at 24 points or under. The player would have to wait until another ship or squadrons were destroyed to bring on another ship.
      • As players, feel free to discuss what this could look like. It could create a bad moment if, for example, every ship but the Providence is destroyed, but because they only have one model, the second Providence is never allowed to enter the battle, even though the points are available. Using another ship as a proxy is an option here.
      • It would not be the worst if, for example, the CIS player had a Munificent Class Comms Frigate valued at 70 points replaced by a Munificent Class Star Frigate valued at 73 points. Again, try to prevent feel bad moments. Discuss with your opponents.
      • Finally, on considering commanders, it would be okay if a reinforcing fleet had the commander change ships to enable that commander to enter the battlefield. Commanders are easier to deal with in Armada than they are in Legion.
  • The other consideration would be the ratio of fleets on the campaign map to each other. If the GAR player has 3 fleets and the CIS player has 2, the CIS player does not have enough models for both fleets, while the GAR player does. It is not the worst for the GAR player to be able to place 33% more base points on the field than the CIS to simulate the extra numbers.

Remember, fun is the name of the game. We enjoyed the larger battles in our games more, but having more than two fleets was a stretch for our model numbers. Bringing in reinforcements from the extra fleets added an extra bit of depth and strategy that wasn’t there before.

For Space station battles, when there is also a fleet defending the space station. Space station forces should be on the table first, then filled out with fleet forces. Ideally, players can field at least one fleet with the space station forces.

  • A common situation is two fleets attacking a space station and a fleet. Points-wise, the attacker should have an advantage; however, if the attacker does not have enough ships, then the reserves rules and a base of 450 should be used. Space stations count as 50 points.

Army Battles

Land battles involving armies should follow the base Star Wars Legion Rules. As of now, the Star Wars Legion is still actively being developed and supported, so these rules should require less negotiation than the Armada rules.

Army Battles Set Up

Army battles should be fought on a base 6×3 board.

Battle cards, objective cards, map cards, and secondary objective cards should be shuffled into piles, and a single card from each pile should be randomly drawn. This is the mission. There is no modifying the mission.

The attacker will always be the blue player. Terrain should be placed based on standard Legion Terrain rules.

When attacking an army base or garrison. The defenders should have more cover and terrain than the attackers. Think trenches or bunkers and lots of cover. The attacker should not be running across open ground by any means, but a few extra items for the defender would be thematic.

A Note on TerrainThe planets in Star Wars have drastically different terrain. The forests of Felucia are very different from the deserts of Geonosis. To add thematic flair to your games, I recommend having unique terrain for the planets.

Army Battles the Battle

Army battles should be fought exactly the way you would fight a standard Star Wars Legion battle, with the following exception.

  • Retreat. An army attempts to retreat from the field. To retreat, the units must enter their starting deployment zone. Units can still complete all actions while attempting to retreat. The battle will not end if trying to retreat until all models have retreated or are destroyed.
  • A note on Retreating: An army should only be able to retreat if it has a fleet to ferry it away.
  • Garrisons and army base forces can retreat. However, they will be destroyed.

Army Battles Before Clean Up

Before removing models from the table, units must be repaired. As a reminder, these are units with more than 50% of their wounds lost.

Also, note which units are eligible for upgrades. These are units with less than 50% of their wounds lost. Also, remember that the unit has to make it to the table to get an upgrade; if a unit is held off the table and never enters the battle, it is not eligible for an upgrade.

Finally, note any units that were destroyed.

Army Battles Large Battles

A large army battle with multiple armies converging is part of a campaign’s appeal. Any battle with more than 900 base points should be considered a large army battle.

It is up to the players to decide how to fight a large army battle, but similar considerations should be taken into account as for large fleet battles.

  • If both sides have enough models to complete their forces, all forces should be on the table. For every 900 additional base points of forces, 6 extra square feet of table should be used.
  • A note on deployment: When multiple armies are fighting, the armies should be placed together. Think of each army as a division, and that division is independent of the others.
  • Each division should have its own command hand based on its commander.
  • A named character can take charge of forces from an unnamed character. However, the unnamed character will lose access to their command cards.
    • For example, a planet with a garrison has an army commanded by Obi-Wan Kenobi. During the battle with the CIS, Obi-Wan can, if the player chooses, take the Garrison units under his command; however, the Command Cards that would normally be awarded by the unnamed Clone Commander would be lost.

If either player does not have enough models to bring their armies to the table, consider the following;

  • First and foremost, this is supposed to be fun. If in doubt, play in the name of fun.
  • If neither player has all the models available, then a base 900-point game should be played, with the extra units in reserve. As units are destroyed during the battle, reserves should replace them. Please note that a single army should not have more than 900 points on the table at a time. Also note that for those units to be issued commands, their commander must be on the field. The command cards for that army are not available until the commander takes to battle.
  • Like the Armada rules above, the other consideration is if one faction has two whole 900-point armies and the other has one 900-point army. It would not be the worst to allow the player with more units to place part of that army on the battlefield to signify the extra numbers.

Optional Deployment Rule

Sun Tzu has some basic deployment rules that could apply to Star Wars Legion or Armada. They would bring real military strategy into your campaign in a simple way. I haven’t tried these, but you never know.

  • If Forces are 3 to 1, a deployment where the attacker surrounds the defender could be used
  • If forces are 2 to 1, attacking the defender from 2 different locations could be used
  • If undermanned, the defender could attempt to split the forces and attack at different points.